Tomahank Storm and ICBM for SupWepon General |
Tomahank Storm and ICBM for SupWepon General |
15 Aug 2013, 14:49
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#1
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
I am new here so, sorry for any kind of noobish...
I want to add things on my zero hour, the tomahank storm and the icbm for only superweapon general... I used the code from Vanguard and Deezire from Armageddon Forum Code for Tomahank ... But it appears only for USA and the tomahank icon from the dozer is in grey How can i add these icbm and tomahank to supw general occupying the 10 and 12 slot of the dozer? is it even possible? |
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15 Aug 2013, 16:42
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#2
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Ok already managed to put the tomahawk in SuperWeapon Dozer... but it can't be build, it remains in grey
[attachment=861:asddc.png] here is the code from SuperWeaponGeneral.ini: CODE ;------------------------------------------------------------------------------ Object SupW_AmericaTomahawkStorm ; *** ART Parameters *** SelectPortrait = SAToHkStm_L ButtonImage = SAToHkStm Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = PRIMARY ConditionState = NONE Model = ABTmhkStmSW_A1 Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09 TransitionKey = Trans_READY ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY Trans_ATTACKING Model = ABTmhkStmSW_A1 Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY Missile ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End ConditionState = ATTACKING Model = ABTmhkStmSW_A2 Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile TransitionKey = Trans_ATTACKING ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End AliasConditionState = ATTACKING FIRING_A AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A TransitionState = Trans_ATTACKING Trans_READY Model = ABTmhkStmSW_A3 Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABTmhkStmSW Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABTmhkStmSW_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABTmhkStmSW_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = DAMAGED Model = ABTmhkStmSW_DA1 Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09 TransitionKey = Trans_READY_DAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED Model = ABTmhkStmSW_DA1 Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY Missile ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End ConditionState = ATTACKING DAMAGED Model = ABTmhkStmSW_DA2 Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile TransitionKey = Trans_ATTACKING_DAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End AliasConditionState = ATTACKING FIRING_A DAMAGED AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED Model = ABTmhkStmSW_DA3 Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = ABTmhkStmSW_EA1 Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09 TransitionKey = Trans_READY_REALLYDAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED Model = ABTmhkStmSW_EA1 Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY Missile ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End ConditionState = ATTACKING REALLYDAMAGED RUBBLE Model = ABTmhkStmSW_EA2 Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile TransitionKey = Trans_ATTACKING_REALLYDAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED Model = ABTmhkStmSW_EA3 Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = NIGHT Model = ABTmhkStmSW_A1 Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09 TransitionKey = Trans_READY_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT Model = ABTmhkStmSW_A1 Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY Missile ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End ConditionState = ATTACKING NIGHT Model = ABTmhkStmSW_A2 Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile TransitionKey = Trans_ATTACKING_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End AliasConditionState = ATTACKING FIRING_A NIGHT AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT Model = ABTmhkStmSW_A3 Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABTmhkStmSW Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT Model = ABTmhkStmSW_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT Model = ABTmhkStmSW_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = DAMAGED NIGHT Model = ABTmhkStmSW_DA1 Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09 TransitionKey = Trans_READY_DAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT Model = ABTmhkStmSW_DA1 Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY Missile ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End ConditionState = ATTACKING DAMAGED NIGHT Model = ABTmhkStmSW_DA2 Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT Model = ABTmhkStmSW_DA3 Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABTmhkStmSW_EA1 Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT Model = ABTmhkStmSW_EA1 Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY Missile ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT Model = ABTmhkStmSW_EA2 Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY Missile TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT Model = ABTmhkStmSW_EA3 Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End End PlacementViewAngle = -45; ***DESIGN parameters *** DisplayName = OBJECT:TomahawkStorm Side = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaStrategyCenter End BuildCost = 2500 BuildTime = 60.0; in seconds EnergyProduction = -10 CommandSet = SupW_AmericaTomahawkStormCommandSet VisionRange = 200.0; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = None Weapon = PRIMARY TomahawkStormWeapon AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 400 400 400 400; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = ScudStormSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON Body = StructureBody ModuleTag_07 MaxHealth = 4000.0 InitialHealth = 4000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_09 End Behavior = OCLSpecialPower ModuleTag_10 SpecialPowerTemplate = SuperweaponTomahawkStorm OCL = SUPERWEAPON_TomahawkStorm End Behavior = ProductionUpdate ModuleTag_20 End Behavior = GenerateMinefieldBehavior ModuleTag_21 TriggeredBy = Upgrade_AmericaMines MineName = AmericaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_AmericaEMPMines UpgradedMineName = AmericaEMPMine End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = SupW_AmericaTomahawkStormCommandSetUpgrade TriggeredBy = Upgrade_AmericaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_AmericaEMPMines End Behavior = SpecialPowerCreate ModuleTag_11 ;nothing End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = FXListDie ModuleTag_14 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation ExemptStatus = UNDER_CONSTRUCTION End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000; If I catch fire, I'll burn for this long... AflameDamageAmount = 5; taking this much damage... AflameDamageDelay = 500; this often. End Behavior = RadiusDecalUpdate ModuleTag_17 ; nothing End Behavior = TransitionDamageFX ModuleTag_18 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = FXListDie ModuleTag_19 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 71.0 GeometryMinorRadius = 67.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End I used other ini files for the tomahawk, if u need it i can copy the codes (comandobutton, commandset, objectcreationlist, specialpower,weapon, weaponobjects) Help Pls This post has been edited by Oliver: 15 Aug 2013, 20:04 |
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16 Aug 2013, 2:39
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#3
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Group: Members Posts: 381 Joined: 24 March 2013 From: Wyoming, Michigan, USA Member No.: 9872 'Ex'-American Tanker figthing for the ECA |
the buttom is greyed out because there is a command button still in the game i think try deleting your command button you added then try in out post on the topic what happen and i can help with the ICBM silo/CRUISE MISSILE silo too one the get teh tomahawk storm working
This post has been edited by general alex: 16 Aug 2013, 2:43 -------------------- The Devil Brigade Commander/Commander of NATO Forces
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16 Aug 2013, 10:07
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#4
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Didn't work, game crashes when i start it... It creates a problem in the comando set line "CommandSet SupW_AmericaDozerCommandSet"
This is my commands codes: CommandButton: CODE CommandButton SupW_Command_ConstructAmericaTomahawkStorm Command = DOZER_CONSTRUCT Object = SupW_AmericaTomahawkStorm TextLabel = CONTROLBAR:ConstructAmericaTomahawkStorm ButtonImage = SAToHkStm ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAmericaBuildTomahawkStorm End CommandButton SupW_Command_TomahawkStorm Command = SPECIAL_POWER SpecialPower = SuperweaponTomahawkStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TomahawkStorm ButtonImage = SAToHkStm ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton SupW_Command_TomahawkStormFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponTomahawkStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TomahawkStorm ButtonImage = SAToHkStm ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandSet: CODE CommandSet SupW_AmericaDozerCommandSet 1 = SupW_Command_ConstructAmericaPowerPlant 2 = SupW_Command_ConstructAmericaStrategyCenter 3 = SupW_Command_ConstructAmericaBarracks 4 = SupW_Command_ConstructAmericaSupplyDropZone 5 = SupW_Command_ConstructAmericaSupplyCenter 6 = SupW_Command_ConstructAmericaParticleCannonUplink 7 = SupW_Command_ConstructAmericaPatriotBattery 8 = SupW_Command_ConstructAmericaNuclearMissileLauncher 9 = SupW_Command_ConstructAmericaFireBase 10 = SupW_Command_ConstructAmericaTomahawkStorm 11 = SupW_Command_ConstructAmericaWarFactory 12 = SupW_Command_ConstructAmericaCommandCenter 13 = SupW_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet SupW_AmericaTomahawkStormCommandSet 1 = SupW_Command_TomahawkStorm 14 = Command_Sell End I did add the "SupW_" for all codes to put it in the Superweapon General But even with the original codes to vanilla USA it still stays grey... i'm getting crazy out here Btw, how did u put the ICBM (americanuclearmissile) to appear on the shortcut on sidebar? This post has been edited by Oliver: 16 Aug 2013, 11:36 |
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16 Aug 2013, 12:57
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#5
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Check all your buttons, make sure there are no duplicates.
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16 Aug 2013, 14:09
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#6
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Yh i double check that... i dont know what is happening... this changes on codes u do by extrating the ini files from inizh.big or something like that, put the codes and put the files extracted with the codes added to Data/INI right?
This post has been edited by Oliver: 16 Aug 2013, 14:09 |
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16 Aug 2013, 15:05
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#7
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Yeah, however the tommy storm and the icbm already have pieces of their code, most notably the buttons, written in the default files, so you have to search for those and delete them.
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16 Aug 2013, 16:04
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#8
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
There is only one code in the commandset which is identical to the one i put, but that one i deleted since the beggining ... do i i have to edit the inizh.big and delete it?
this is weird because i ony saw a tomahawk storm code in those ini files, just one |
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16 Aug 2013, 23:11
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#9
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Group: Members Posts: 381 Joined: 24 March 2013 From: Wyoming, Michigan, USA Member No.: 9872 'Ex'-American Tanker figthing for the ECA |
Zeke i think said try to delete the command button you may have created from the tutorials,EA i think created build buttons for both superweapons
-------------------- The Devil Brigade Commander/Commander of NATO Forces
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16 Aug 2013, 23:57
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#10
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
If I delete the commandconstruct from tomahawk the game crashes when i start.. i just can't get the tomahawk storm buildable, and don't know why
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17 Aug 2013, 3:17
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#11
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
What about the tomahawk storm's commandset? Check for duplicates of that
This post has been edited by Zeke: 17 Aug 2013, 3:21 -------------------- |
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17 Aug 2013, 18:47
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#12
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
I did, there is only the commandset for the dozer and the commandset of tomahawkstorm
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18 Aug 2013, 2:34
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#13
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Group: Members Posts: 381 Joined: 24 March 2013 From: Wyoming, Michigan, USA Member No.: 9872 'Ex'-American Tanker figthing for the ECA |
as a suggestion, the way i fixed the tomahawk storm was to find a tutorial then use the file names as a guide to where i can find the pieces of the tomahawk storm on a another mod then copied then into my mod
i know this is not a good idea but i wasn't planning on releasing my mod in the first place -------------------- The Devil Brigade Commander/Commander of NATO Forces
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18 Aug 2013, 6:25
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#14
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Group: Members Posts: 122 Joined: 30 June 2013 Member No.: 10007 |
Didn't work, game crashes when i start it... It creates a problem in the comando set line "CommandSet SupW_AmericaDozerCommandSet" This is my commands codes: CommandButton: CODE CommandButton SupW_Command_ConstructAmericaTomahawkStorm Command = DOZER_CONSTRUCT Object = SupW_AmericaTomahawkStorm TextLabel = CONTROLBAR:ConstructAmericaTomahawkStorm ButtonImage = SAToHkStm ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAmericaBuildTomahawkStorm End CommandButton SupW_Command_TomahawkStorm Command = SPECIAL_POWER SpecialPower = SuperweaponTomahawkStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TomahawkStorm ButtonImage = SAToHkStm ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton SupW_Command_TomahawkStormFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponTomahawkStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TomahawkStorm ButtonImage = SAToHkStm ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandSet: CODE CommandSet SupW_AmericaDozerCommandSet 1 = SupW_Command_ConstructAmericaPowerPlant 2 = SupW_Command_ConstructAmericaStrategyCenter 3 = SupW_Command_ConstructAmericaBarracks 4 = SupW_Command_ConstructAmericaSupplyDropZone 5 = SupW_Command_ConstructAmericaSupplyCenter 6 = SupW_Command_ConstructAmericaParticleCannonUplink 7 = SupW_Command_ConstructAmericaPatriotBattery 8 = SupW_Command_ConstructAmericaNuclearMissileLauncher 9 = SupW_Command_ConstructAmericaFireBase 10 = SupW_Command_ConstructAmericaTomahawkStorm 11 = SupW_Command_ConstructAmericaWarFactory 12 = SupW_Command_ConstructAmericaCommandCenter 13 = SupW_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet SupW_AmericaTomahawkStormCommandSet 1 = SupW_Command_TomahawkStorm 14 = Command_Sell End I did add the "SupW_" for all codes to put it in the Superweapon General But even with the original codes to vanilla USA it still stays grey... i'm getting crazy out here Btw, how did u put the ICBM (americanuclearmissile) to appear on the shortcut on sidebar? Generally, It already exists from VZH ProTip: Check for the ReleaseCrashInfo txt, or Use World Builder |
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18 Aug 2013, 12:44
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#15
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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18 Aug 2013, 15:27
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#16
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Well is the "TomahawkStormMissile" there?
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18 Aug 2013, 15:48
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#17
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Well is the "TomahawkStormMissile" there? Yep, its in WeaponObjects.INI CODE Object TomahawkStormMissile
; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = TomahawkStorm_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:TomahawkStormMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 10000.0 InitialHealth = 10000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 400 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition InitialVelocity = 0; in dist/sec DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 100; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. DistanceToTargetForLock = 10; Short lock on, as it looks better flying. jba. End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponTomahawkStorm End Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000; Can't explode in the first second so we don't explode on the pad End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TomahawkStormDamageWeapon StartsActive = Yes End Locomotor = SET_NORMAL TomahawkMissileLocomotor Geometry = Cylinder; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 8.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End |
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18 Aug 2013, 17:00
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#18
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
And where is that WeaponObjects.ini located?
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18 Aug 2013, 18:25
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#19
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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19 Aug 2013, 2:08
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#20
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Group: Members Posts: 122 Joined: 30 June 2013 Member No.: 10007 |
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19 Aug 2013, 4:12
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#21
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
But now when i build it,when it reaches 100%, game crashes What does world builder say now? -------------------- |
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19 Aug 2013, 13:42
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#22
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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19 Aug 2013, 14:13
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#23
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
If world builder doesn't say anything, it's probably a command button/command set issue.
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19 Aug 2013, 14:56
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#24
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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19 Aug 2013, 15:12
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#25
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Nah go ahead, you should always post them anyway, also post upload command button and command set ini files.
This post has been edited by Zeke: 19 Aug 2013, 15:16 -------------------- |
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Lo-Fi Version | Time is now: 25 June 2024 - 15:46 |